Fix setting uniforms; chrome-rgba shader works, but lacks alpha blending.
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5
glsl/chrome-rgba.frag
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5
glsl/chrome-rgba.frag
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@@ -0,0 +1,5 @@
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uniform sampler2D DiffuseTexture;
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void main()
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{
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gl_FragColor = texture2D(DiffuseTexture,gl_TexCoord[0].st);
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}
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@@ -1,8 +1,8 @@
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uniform vec2 r1;
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uniform vec2 r2; // matrix elements
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void main()
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{
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vec2 p = gl_Vertex.xy*vec2(0.001538462,-0.0025) + vec2(-1,1);
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vec2 p = gl_Vertex.xy*r1 + r2;
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gl_Position = vec4(p.x,p.y,0,1);
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gl_TexCoord[0] = gl_MultiTexCoord0;
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}
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6
glsl/chrome-shp.frag
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6
glsl/chrome-shp.frag
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@@ -0,0 +1,6 @@
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uniform sampler2D DiffuseTexture;
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void main()
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{
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gl_FragColor = texture2D(DiffuseTexture,gl_TexCoord[0].st);
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}
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6
glsl/world-line.frag
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6
glsl/world-line.frag
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@@ -0,0 +1,6 @@
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uniform sampler2D DiffuseTexture;
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void main()
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{
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gl_FragColor = texture2D(DiffuseTexture,gl_TexCoord[0].st);
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}
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10
glsl/world-shp.frag
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10
glsl/world-shp.frag
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@@ -0,0 +1,10 @@
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uniform sampler2D DiffuseTexture, Palette;
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void main()
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{
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//float4 x = tex2D(DiffuseTexture, f.Tex0.xy);
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//float2 p = float2( dot(x, f.ChannelMask), f.Tex0.z );
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//return tex2D(Palette, p);
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//st
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gl_FragColor = texture2D(Palette,gl_TexCoord[0].xy);
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}
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@@ -1,9 +1,9 @@
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uniform vec2 Scroll;
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uniform vec2 r1;
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uniform vec2 r2; // matrix elements
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uniform vec2 r1,r2; // matrix elements
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void main()
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{
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vec2 p = (gl_Vertex.xy);
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gl_Position = gl_Vertex;
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vec2 p = (gl_Vertex.xy - Scroll.xy)*r1 + r2;
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gl_Position = vec4(p.x,p.y,0,1);
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gl_TexCoord[0] = gl_MultiTexCoord0;
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}
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